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Worlds of Design: The Lost Art of Running Away
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<blockquote data-quote="jasper" data-source="post: 8063990" data-attributes="member: 277"><p>Hahaha haah haa Use to be common. Ha ha ha. The only time back in 1E I saw half the party run away was when the sphere of annihilation came out the wall and we were 3rd or lower. Actually is was just a black balloon and the dm had thrown a real sphere at the gaming group the week before killing his best friend’s pc. So the DM was playing us not the pc. Half the games I played in before 3 E laughed at danger because a new pc was only five minutes and a bath room break away.</p><p></p><p>In 3E I got the group to run away about 3 times. One was Forge of Fury and I critical a pc and killed with the dragon’s first attack round. They did come back to lair a week later to kill the cheeky bugger. But it had moved and left half it treasure behind.</p><p></p><p>Currently I just run Adventure League. So with some builds, AL encounters become cakewalks in Tier 3+. But Skully 3 has 85 names on it. That is high for 235 sessions but I have a few gamers not care if they die.</p><p></p><p>1. Emphasize the mission. Running AL so I will not address this.</p><p>2. Mission based xp. AKA milestones is what AL is doing.</p><p>3.Interrogation. It works in some AL modules not others.</p><p>4. Modules suggest. DMs rule.</p><p>5. Be known to TPK. I only have 2. But see below.</p><p></p><p>I have had groups retreat during the hard covers, and run away occasionally in modules.</p><p>1. Roll in the open. Sorry Terrance I know you only show up every 3 months but that is the third crit I rolled on you.</p><p>2. Monsters can scout too. Or hear the dying of their friends. Play monsters smart but not super genius. My default on a zeroed out PC is roll an intelligence check. Roll at or below Int. I may swing on a KO PC.</p><p>3. The Players decide the tactics. Sometimes all it takes is one grunt, or well like and tactical player to change the odds.</p><p>4. While homebrewing I do agree with you. Let the party run away and regroup. But the monsters can do too. Let them take a short rest. The monsters can do too. I have when running a hard cover have a villain flee if the group took a rest before the boss fight. Or if we running late and up against the store closure.</p><p>During session 0 or when you have new players; let the players know you allow running away. I tell people, I will not kill their pc but the dice and their bad tactics will.</p></blockquote><p></p>
[QUOTE="jasper, post: 8063990, member: 277"] Hahaha haah haa Use to be common. Ha ha ha. The only time back in 1E I saw half the party run away was when the sphere of annihilation came out the wall and we were 3rd or lower. Actually is was just a black balloon and the dm had thrown a real sphere at the gaming group the week before killing his best friend’s pc. So the DM was playing us not the pc. Half the games I played in before 3 E laughed at danger because a new pc was only five minutes and a bath room break away. In 3E I got the group to run away about 3 times. One was Forge of Fury and I critical a pc and killed with the dragon’s first attack round. They did come back to lair a week later to kill the cheeky bugger. But it had moved and left half it treasure behind. Currently I just run Adventure League. So with some builds, AL encounters become cakewalks in Tier 3+. But Skully 3 has 85 names on it. That is high for 235 sessions but I have a few gamers not care if they die. 1. Emphasize the mission. Running AL so I will not address this. 2. Mission based xp. AKA milestones is what AL is doing. 3.Interrogation. It works in some AL modules not others. 4. Modules suggest. DMs rule. 5. Be known to TPK. I only have 2. But see below. I have had groups retreat during the hard covers, and run away occasionally in modules. 1. Roll in the open. Sorry Terrance I know you only show up every 3 months but that is the third crit I rolled on you. 2. Monsters can scout too. Or hear the dying of their friends. Play monsters smart but not super genius. My default on a zeroed out PC is roll an intelligence check. Roll at or below Int. I may swing on a KO PC. 3. The Players decide the tactics. Sometimes all it takes is one grunt, or well like and tactical player to change the odds. 4. While homebrewing I do agree with you. Let the party run away and regroup. But the monsters can do too. Let them take a short rest. The monsters can do too. I have when running a hard cover have a villain flee if the group took a rest before the boss fight. Or if we running late and up against the store closure. During session 0 or when you have new players; let the players know you allow running away. I tell people, I will not kill their pc but the dice and their bad tactics will. [/QUOTE]
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